about two years ago I investigated Ogg/Vorbis support and I found that many projects rely on the combination of the three libraries (JOrbis, VorbisSPI and Tritonus-Share). I decided to combine them all (they are all LGPL, so the combination could be LGPL as well) and called the result vorbis-support. The combination is shorter in size (due to removal of dead code) and because it is also on Maven extremely easy to use.

Thanks for the suggestion. As we see it currently, the main emphasis is on economy and diplomacy (mainly fighting over colonies) and battle is an important secondary thing. After all what is a military without tons of steel.

Just a quick update. We are currently about 5 active members and advancing at many different areas. The game mechanics discussion has been revived (after grand strategty is quite complex) so to have the best possible idea about what the game will be, a new prototype with improved graphics is out and we are deciding now about the name.

Imperialism remake is only a place holder. We invite everyone to propose a name in this thread. The name should capture the spirit of the imperialistic era. Afterwards there will be a vote for the best name.

lately when investigating Ogg/Vorbis support I found that many projects rely on the combination of the three libraries (JOrbis, VorbisSPI and Tritonus-Share). I decided to combine them all (they are all LGPL, so the combination is LGPL as well) and called the result vorbis-support.

The combination has the advantage of being very small and easier to debug, optimize or extend and maybe easier to use also. I also quickly cleaned the code up, removed some unnecessary bits. So far nothing really changed, but since there are some issues with the libraries (seeking was mentioned somewhere) it might be I incorporate them at some point. Since the three libraries are working well together I decided I can use the amenities of Java 7 (try with resources, ...).

A new version is out with more resources and terrain graphics as you can see in the screenshot.

However the project is still very much in its infancy. What is really worthwile to mention is that I took JOrbis, VorbisSPI and Tritonus-Share and combined them in one jar. I called it vorbis-support. It has some advantages like easier debugging and smaller file sizes. The plans are that it will be even more small, highly specialized and stable. I already heard of some issues, people have with the JOrbis, VorbisSPI libraries. I want to address them.

Currently it is 97kB and supporting Ogg/Vorbis files to the level of the Service Provider Interface of the Java Sound API.

Can you provide something better than a ZIP? Do you plan to use Java Web Start? Thank you for the source code

Yes, I will at some point provide installers. Either plattform specific or as a single jar. There might also be a JWS installer which then downloads and setups the game. However currently the game is still Work in Progress and the focus is currently on gettting the core running.

I should also have a look how the other games here are solving the installation.

I am a member of an Imperialism remake project which aims at recreating and extending the experience of the original SSI/Frog City turn based strategy game (1997). While the sales of the original game weren't that high, it was highly rated. So it is a secret gem with no true successor.

What we have so far is a skeleton of the user interface and network interaction. You can see a bit of it below, for example the unique staggered tile order from the original. But it's not much yet.

Java wise we rely on standard libraries plus JOrbis for sound, Kryonet for client/server interaction, XOM for XML storage and MigLayout for form layouts. Graphics is not seen as top priority, since we are an open source team and don't have that many resources but at least we want to get the game mechanics right. Any opinion or feedback is welcome, any contribution would be awesome!

Since last week the original which was abandonware for about 10 years with the rights at Ubisoft obviously is again available. So we hope for many new fans which will also be interested in the remake.

Game rules wise the original had several weak points: simple AI for tactical/strategical combat (with enough canons and concentrated attacks you could almost always win), unbalanced economic model which would usually give plenty of money in the second half of the game or none, both of which is not motivating and simple diplomacy, that did not allow meaningful alliances or safe periods of peace.

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